Verlet Physics Offroad Car

Community Forums/Showcase/Verlet Physics Offroad Car

Trinosis(Posted 2016) [#1]
Here are some video's showing my verlet car physics system.

Programmed with Blitzmax and minib3d.

I'm using the velocity verlet system for the rigid body dynamics and the Pacejka tire physics model to handle the tire forces.

It's not perfect and has some issues, such as constraint collapse but is a good foundation to build on.

Suspension / Damping Test


Flatland


Offroad



Very much inspired by Terep 2 and 1nsane by Denes Nagymathe.


Hardcoal(Posted 2016) [#2]
Nice physics


JBR(Posted 2016) [#3]
Very nice, reminds me of the long time coming project from StevieG!


RustyKristi(Posted 2016) [#4]
nice demo


Steve Elliott(Posted 2016) [#5]

reminds me of the long time coming project from StevieG!



I know he had some personal problems, but I do hope he finishes that project.


RemiD(Posted 2016) [#6]
With this you can probably make a new "destruction derby" or "flatout" :)


Trinosis(Posted 2016) [#7]
Thanks for the encouraging comments. :)

If i could get the physics somewhere near to physics in 1nsane i would be really happy.
I think thats probably sometime off yet though.

"destruction derby" or "flatout", both great games. I played Flatout a lot. Implementing ragdolls with car physics was genius. :)

It's a pity StevieG's project has taken so long.
I know alot of people were looking forward to it.


BlitzSupport(Posted 2016) [#8]

Very much inspired by Terep 2 and 1nsane by Denes Nagymathe.


I loved the Terep 2 physics! This is looking really good, especially the J-turns on the flatlands video... what are your plans for this?


KronosUK(Posted 2016) [#9]
Just curious about performance. How many cars can you have on screen at once and maintain a decent framerate?


Trinosis(Posted 2016) [#10]
My plans are really to just keep improving the physics.
Maybe write a game with it.
Nothing definite.

As for performance.
For testing i usually have 10 cars running at 60 fps for flatland driving.
I havn't tried any more than that.

Offroad is where the fps starts drop.
Using linepicks for every atom on every car really hits the performance.
I should be able to overcome that issue to some extent when i implement my own terrain picking.
I'm currently using linepicks as a quick and easy method for testing.

My current PC is getting quite old as well.
It's an XP machine so not the quickest.


RustyKristi(Posted 2016) [#11]
Ok now that I'm curious about that, why not just use a physics library which you have lots to choose from btw, if you're going to make a game?


Trinosis(Posted 2016) [#12]
I have used physics libraries in the past.

And Newton for instance has a specific wheel collider, if i recall.

But, thats not my aim.
I just wanted to code my own physics. :)


Stevie G(Posted 2016) [#13]
Very impressive Trinosis. Give me a shout if you need a solution to the constraint collapse and any other issues you run in to.


Trinosis(Posted 2016) [#14]
Hi Stevie.

Thanks for the comments and offer.

Very generous. :)


Blitzplotter(Posted 2016) [#15]
Very impressive, your inspiring me to hook up my mothballed machine which has my reigstered version of JV-ODE on it. Never sussed out how to transfer the licence to my current machine ;)


RustyKristi(Posted 2016) [#16]
But, thats not my aim.
I just wanted to code my own physics. :)



Even cooler! keep up the good work.


Trinosis(Posted 2016) [#17]
Thanks guys :)